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		<h1>Guide - Explanation of W3M and W3X Files</h1>
		<p>Tutorial By <a href="http://www.thehelper.net/forums/member.php?userid=7757" target="there">Chocobo</a></p>
		<br>
		<h2>1.01 Warcraft IIIEnvironment</h2><br>
		<p>
			Most of computers have Warcraft III Installed on the path "<span
				style="font-style:italic;">C:\ProgramFiles\Warcraft III\</span>", which contains some files.</p><br>

		There are in the directory :<br>
		- <span class="filename">war3.mpq</span> (This is the RoC Environment used by Warcraft III)<br>
		- <span class="filename">war3x.mpq</span> (This is the TFT Environment)<br>
		- <span class="filename">war3xlocal.mpq</span> (This is the Local Files Environment if you have
		TFT)<br>
		- <span class="filename">war3patch.mpq</span> (This is the Patch Environment)<br>
		- <span class="filename">(4)Lost Temple.w3m</span> (An example of RoC map, this is from your Warcraft
		3 Path + <span style="font-style:italic;">\Maps\</span>, and you will find a lot of other RoC maps)<br>

		- <span class="filename">(2)Circumvention.w3x</span> (An example of TFT map, located at "<span
			style="font-style:italic;">\Maps\FrozenThrone\</span>" if you have TFT)<br>
		- <span class="filename">DemoCampaign.w3n</span> (A demo campaign if you have TFT, located with the
		path Warcraft 3 Path + "<span style="font-style:italic;">\Campaigns\</span>"<br>
		<br>
		<br>
		<h2>1.02 Files Name in theDirectory</h2><br>
		There are 4 differants tags names in the list at Chapter 1.0.<br>
		- .mpq<br>
		- .w3m<br>
		- .w3x<br>
		- .w3n<br>
		<br>

		MPQ Files are files that contains files with their own directory inside the MPQ,
		without creating a directory inthe main structure (C:\, D:\...).
		They are like .rar and .zip files.<br><br>

		w3m Files are RoC Maps. They are playable in RoC and in TFT.<br><br>
		w3x Files are TFT Maps. They are only playable in TFT.<br><br>
		w3n Files are Custom Campaign Maps. Again, they are only playable in TFT.<br>
		<br>
		<br>
		<h2>1.03 Warcraft III Data Format</h2>
		<br>
		Warcraft III Data Format has 8 differants format type.<br>
		<br>
		- Integers<br>
		Integers are 4 bytes in Little Endian Order<br>
		Example : 1234 Not Equal [00 00 04 D2]h<br>
		1234 Equal [D2 04 00 00]h<br>
		<br>
		- Small Integers<br>
		Small integers are from -16384 to 16383. They take 2 bytes and are in Little Endian Order.<br>
		<br>
		- Reals<br>
		Reals are Floats. They take 4 bytes and are in Little Endian Order.<br>
		Example : 7654.32 ~ [8F 32 EF 45]h ~ 7654.319824<br>
		The last number is the closest number to 7654.32<br>
		<br>
		- Arrays<br>
		1 Array take 1 byte<br>
		<br>
		- UnitIds<br>
		UnitId Integers takes 32 bytes. (46656 possibilities, they are like normal Integers)<br>
		<br>
		- Flags<br>
		Boolean, or "Flags", take 4 bytes. In those 4 bytes, there are 32 bit, which can contains 32 flags. Each Flag
		can contain only the value 0 (False) or 1 (True).<br>
		<br>
		- Water<br>
		Water Level (In the terrain) takes 4 bytes every cell, it handles 2 bytes for a total of 16 flags, and the 2
		lasts for the closest number to the Water Level.<br>
		<br>
		- Custom Handles<br>
		An integer or a flag may share themselves some bytes. A byte may handle two or more differant data.<br>
		<br>
		- Structured Handles<br>
		Unknown. They have various size.<br>
		<br>
		- Strings / Trigger Strings<br>
		Strings are just like arrays of chars finished with a null char (From C++ : "<span
			style="font-style:italic;">\0</span>").<br>
		But, Blizzard uses a special coloring code to change the color of the text shown, these starts with "<span
			style="font-style:italic;">|c00</span>", and finishes with "<span style="font-style:italic;">|r</span>",
		most of the times. An example is "<span style="font-style:italic;">|c00BBGGRR|r</span>", in which you replace by
		the percentage value "<span style="font-style:italic;">BB</span>", "<span style="font-style:italic;">GG</span>",
		"<span style="font-style:italic;">RR</span>", by the percentage value you want. They are hexadecimal values
		(0123456789ABCDEF), using 2 digits each, BB = Blue, GG = Green, RR = Red.<br>
		In Trigger Strings, if it starts with "<span style="font-style:italic;">TRIGSTR_</span>", with a sensitive case,
		it is a Trigger String. Trigger Strings are ever keep in the virtual memory when you play a map, which is loaded
		at the map initalization, as a name of "<span style="font-style:italic;">TRIGSTR_***</span>". Instead of writing
		the TRIGSTR_&lt;WHATEVER&gt; thing, Warcraft III get a look in the string table, and displays the correct
		trigger string. They work only for files inside a .w3m or .w3x map, but not with the exception of WTS files,
		which is used for Trigger Strings files itself. If the following number after "<span
			style="font-style:italic;">TRIGSTR_</span>" is negative, it will be considered as the first one, called
		"<span style="font-style:italic;">TRIGSTR_000</span>". And when there are letters, they will be considered as 0,
		or if an example of "<span style="font-style:italic;">5aa</span>", as 5.<br>
		At all, they takes :<br>
		- Strings : (String Length + 1) bytes (Because of the finishing char)<br>
		- Trigger Strings : 12 bytes (Note Trigger Strings handles Strings, so the total is Trigger Strings +
		Strings)<br>
		<br>
		<br>
		<h2>1.03 .w3m and .w3x FilesFormat</h2><br>
		<br>
		.w3m and .w3x files are Warcraft III Scenario Maps, which are like MPQ Files. They both takes a 512 bytes header
		format, but for some authentification, .w3x files takes an extra 260 bytes in the header.<br>
		<br>
		Here is the header file of .w3m files :<br>
		<div class="seg">
			char[4]: "HM3W"
			int: unknown
			string: map name
			int: map flags
			0x0001: if 1=hide minimap in preview screens
			0x0002: if 1=modify ally priorities
			0x0004: if 1=melee map
			0x0008: if 1=playable map size was large and has never been reduced to medium
			0x0010: if 1=masked area are partially visible
			0x0020: if 1=fixed player setting for custom forces
			0x0040: if 1=use custom forces
			0x0080: if 1=use custom techtree
			0x0100: if 1=use custom abilities
			0x0200: if 1=use custom upgrades
			0x0400: if 1=map properties menu opened at least once since map creation
			0x0800: if 1=show water waves on cliff shores
			0x1000: if 1=show water waves on rolling shores
			int: max number of players
		</div>
		<br>
		And this is for .w3x :<br>
		<br>
		<div style="white-space: pre;background: gray;color: #eee;">
			char[4]: "NGIS"
			byte[256]: the 256 bytes for authentification
		</div><br>
		Inside a .w3m and a .w3x file, you may find those files :<br><br>
		<div class="seg">
			(signature)
			(attributes)
			war3map.w3e
			war3map.w3i
			war3map.wtg
			war3map.wct
			war3map.wts
			war3map.j
			war3map.shd
			war3mapMap.blp
			war3mapMap.b00
			war3mapMap.tga
			war3mapPreview.tga
			war3map.mmp
			war3mapPath.tga
			war3map.wpm
			war3map.doo
			war3mapUnits.doo
			war3map.w3r
			war3map.w3c
			war3map.w3s
			war3map.w3u
			war3map.w3t
			war3map.w3a
			war3map.w3b
			war3map.w3d
			war3map.w3q
			war3mapMisc.txt
			war3mapSkin.txt
			war3mapExtra.txt
			war3map.imp
		</div>
		<br>
		<h2> 1.11 The war3map.j file : JASS2
				Script</h2>
		<br>
		This is the main map script file. It's a text file and you can open it with notepad.<br>
		Sometimes it's renamed to Scripts\war3map.j by map protectors to keep you away from it.<br>
		The language used is called JASS2 and has been developed by Blizzard. It's a case sensitive language.<br>
		When you play a map, the jass script is loaded and executed.<br>
		When you select a map in when creating a game Warcraft III will first look up the "config" function and execute
		its code to set up the player slots.<br>
		Then, when the game has started, Warcraft III looks for the function called "main" and executes it.<br>
		You may find more informations at : <a
			href="http://jass.sourceforge.net/doc/">http://jass.sourceforge.net/doc/</a><br>
		<br>
		<br>
		<h2>1.12 The war3map.w3e file : The Environment</h2>	 
		<br>
		This is the tileset file. It contains all the data about the tilesets of the map.<br>
		The map is divided into squares, which contains tiles, and which has 4 corners. Each map size would be so for an
		example, 257x257 instead of 256x256.<br>
		<br>
		Here is the file format :<br>
		<br>
		<div class="seg">
			A Ashenvale
			B Barrens
			C Felwood
			D Dungeon
			F Lordaeron Fall
			G Underground
			L Lordaeron Summer
			N Northrend
			Q Village Fall
			V Village
			W Lordaeron Winter
			X Dalaran
			Y Cityscape
			Z Sunken Ruins
			I Icecrown
			J Dalaran Ruins
			O Outland
			K Black Citadel
		</div>
		<br>
		And this is the header :<br>
		<br>
		<div class="seg">
			char[4]: "W3E!"
			int: w3e format version [0B 00 00 00]h = version 11
			char: main tileset [TS]
		</div>
		<br>
		I may explain a lot about this file later.<br>
		<br>
		<br>
		<h2>1.13 The war3map.shd file : The Shadow Map	File</h2> 
		<br>
		This file has no header, only raw data.<br><br>
		Size of the file = 16*map_width*map_height<br><br>
		1 byte can have 2 values:<br><br>
		00h = no shadow<br>
		FFh = shadow<br><br>
		Each byte set the shadow status of 1/16 of a tileset.<br>
		It means that each tileset is divided in 16 parts (4*4).<br>
		<br>
		<br>
		<h2>1.14 war3mapPath.tga The Image Path File and/or"war3map.wpm" The Path Map File</h2> 
		<br>
		Only one of these two file is used for pathing. Old Warcraft 3 beta versions lesser or equal to 1.21 uses the
		"war3mapPath.tga" file.<br>
		Since beta 1.30, Warcraft 3 uses a new file format instead: "war3map.wpm".<br>
		<br>
		<br>
		<h2>1.15 The war3mapPath.tga file : The Image Path File</h2> 
		<br>
		It's an standard 32bits RGB TGA file with no compression and a black alpha channel. The TGA format is really
		important because if Warcraft III doesn't recognise the file format, it'll do weird things on the tilesets (like
		put blight everywhere)! Don't forget the alpha channel! Each tile of the map is divided in 16 pixels (4*4 like
		in the shadow file), so the TGA width is 4*map_width and its height is 4*map_height and each pixel on the TGA
		affects a particular part of a tileset on the map. The color of a pixel sets the rules for that part. The top
		left corner of the image is the upper left corner on the map.<br>
		<br>
		Header format (18 bytes) :<br>
		<br>
		<div class="seg">
			byte: ID Length = 0
			byte: Color Map Type = 0
			byte: Image Type = 2 (uncompressed RGB)
			-- Color Map Specification (5 bytes) --
			byte[2]: First Entry Index = 0
			byte[2]: Color Map Length = 0
			byte: Color Map Entry Size = 0
			-- Image Spec (10 bytes) --
			byte[2]: X origin = 0
			byte[2]: Y origin = 0
			byte[2]: image width (little endian)
			byte[2]: image height (little endian)
			byte: Pixel depth = 32 (=0x20)
			byte: Image Descriptor = 0x28 (0x20=image starts from top left, 0x08=8bit for alpha chanel)
			Example (where "XX XX" is a width and "YY YY" a height) :
			00 00 02 00 00 00 00 00 00 00 00 00 XX XX YY YY 20 28
		</div>
		<br>
		Data :<br>
		One pixel is defined by 4 bytes :<br>
		BB GG RR AA<br>
		Where :<br>
		BB is the blue value (0 or 255)<br>
		GG is the green value (0 or 255)<br>
		RR is the red value (0 or 255)<br>
		AA is the alpha chanel value (set to 0)<br>
		There are 4*4 pixels for 1 tileset.<br>
		The TGA width is map_width*4.<br>
		The TGA height is map_height*4.<br>
		<br>
		<div class="seg">
			Color Build state Walk state Fly state
			White no build no walk no fly
			Red build ok no walk fly ok
			Yellow build ok no walk no fly
			Green build ok walk ok no fly
			Cyan no build walk ok no fly
			Blue no build walk ok fly ok
			Magenta no build no walk fly ok
			Black build ok fly ok walk ok</div>
		<br>
		<br>
		<h2>1.16 The war3map.wpm file : The Path Map File</h2> 
		<br>
		You know already what is it, see it at chapter 1.14.<br>
		<br>
		Header :<br>
		<div class="seg">
			char[4]: file ID = 'MP3W'
			int: file version = 0
			int: path map width (=map_width*4)
			int: path map height (=map_height*4)
		</div>
		<br>
		Data:<br>
		
		Each byte of the data part is a part of a tileset exactly like for the TGA.<br>
		Data size: (map_height*4)*(map_with*4) bytes<br>
		Flags table:<br>
		0x01: 0 (unused)<br>
		0x02: 1=no walk, 0=walk ok<br>
		0x04: 1=no fly, 0=fly ok<br>
		0x08: 1=no build, 0=build ok<br>
		0x10: 0 (unused)<br>
		0x20: 1=blight, 0=normal<br>
		0x40: 1=no water, 0=water<br>
		0x80: 1=unknown, 0=normal<br>
		<br>
		<br>
		<h2>1.17 The war3map.doo file : The doodad file fortrees</h2> <br>
		<br>
		The file contains the trees definitions and positions. There are 2 differants file types.<br>
		<br>
		Header :<br>
		<div class="seg">
			char[4]: file ID = "W3do"
			int: file version = 7
			int: subversion? (usually set to [09 00 00 00]h, rarely [07 00 00 00]h)
			int: number of trees defined
			Data :
			Each tree is defined by a block of 42 bytes organized like this:
			char[4]: Tree ID (can be found in the file "Units\DestructableData.slk")
			int: Variation (little endian)
			float: Tree X coordinate on the map
			float: Tree Y coordinate on the map
			float: Tree Z coordinate on the map
			float: Tree angle (radian angle value)(degree = radian*180/pi)
			float: Tree X scale
			float: Tree Y scale
			float: Tree Z scale
			byte: Tree flags*
			byte: Tree life (integer stored in %, 100% is 0x64, 170% is 0xAA for example)
			int: Tree ID number in the World Editor (little endian) (each tree has a different one)

			*flags :
			0= invisible and non-solid tree
			1= visible but non-solid tree
			2= normal tree (visible and solid)

			To sum up how it looks :
			tt tt tt tt vv vv vv vv xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa xs xs xs xs ys ys ys ys zs
			zs zs zs ff ll dd dd dd dd
			where :
			tt : type
			vv : variation
			xx : x coordinate
			yy : y coordinate
			zz : z coordinates
			aa : rotation angle
			xs : x scale
			ys : y scale
			zs : z scale
			ff : flags
			ll : life
			dd : doodad number in the editor

			Example (this is the second tree of Legend) :
			4C 54 6C 74 08 00 00 00 00 00 74 45 00 00 70 44 00 10 24 44 E5 CB 96 40 98 85 98 3F 98 85 98 3F 98 85 98 3F
			02 64 8D 01 00 00

			4C 54 6C 74 --&gt; LTlt (tree type)
			08 00 00 00 --&gt; 00000008 = variation #8 (changes the shape of the tree)
			00 00 74 45 --&gt; X=3904.
			00 00 70 44 --&gt; Y=960.
			00 10 24 44 --&gt; Z=656.25
			E5 CB 96 40 --&gt; Angle (float value=4.7123895, angle=270°)
			98 85 98 3F --&gt; X_Scale=1.191577
			98 85 98 3F --&gt; Y_Scale=1.191577
			98 85 98 3F --&gt; Z_Scale=1.191577
			02 --&gt; tree is solid and selectable
			64 --&gt; life=100% of default tree life
			8D 01 00 00 --&gt; 0000018D=397, tree number 397
		</div>
		<br>
		After the last tree definition, there we have the special doodads (which can't be edited once they are
		placed)<br>
		int: special doodad format version set to '0'<br>
		int: number "s" of "special" doodads ("special" like cliffs,...)<br>
		Then "s" times a special doodad structure (16 bytes each):<br>
		char[4]: doodad ID<br>
		int: Z? (0)<br>
		int: X? (w3e coordinates)<br>
		int: Y? (w3e coordinates)<br>
		<br>
		<br>
		Frozen Throne expansion pack beta format :<br>
		<br>
		Header :<br>
		<div class="seg">
			char[4]: file ID = "W3do"
			int: file version = 8
			int: subversion? ([0B 00 00 00]h)
			int: number of trees defined
			Data :
			Each tree is defined by a block of (usually) 50 bytes but in this version the length can vary because of the
			random item sets. The data is organized like this:
			char[4]: Tree ID (can be found in the file "Units\DestructableData.slk")
			int: Variation (little endian)
			float: Tree X coordinate on the map
			float: Tree Y coordinate on the map
			float: Tree Z coordinate on the map
			float: Tree angle (radian angle value)(degree = radian*180/pi)
			float: Tree X scale
			float: Tree Y scale
			float: Tree Z scale
			byte: Tree flags*
			byte: Tree life (integer stored in %, 100% is 0x64, 170% is 0xAA for example)
			int: Random item table pointer
			if -1 -&gt; no item table
			if &gt;= 0 -&gt; items from the item table with this number (defined in the w3i) are dropped on death
			int: number "n" of item sets dropped on death (this can only be greater than 0 if the item table pointer was
			-1)
			then there is n times a item set structure
			int: Tree ID number in the World Editor (little endian) (each tree has a different one)

			*flags:
			0= invisible and non-solid tree
			1= visible but non-solid tree
			2= normal tree (visible and solid)

			To sum up how it looks:
			tt tt tt tt vv vv vv vv xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa xs xs xs xs ys ys ys ys zs
			zs zs zs ff ll bb bb bb bb cc cc cc cc dd dd dd dd
			where:
			tt : type
			vv : variation
			xx : x coordinate
			yy : y coordinate
			zz : z coordinates
			aa : rotation angle
			xs : x scale
			ys : y scale
			zs : z scale
			ff : flags
			ll : life
			bb : unknown
			cc : unknown
			dd : doodad number in the editor
		</div>
		<br>
		After the last tree definition, there we have the special doodads (which can't be edited once they are
		placed)<br>
		int: special doodad format version set to '0'<br>
		int: number "s" of "special" doodads ("special" like cliffs,...)<br>
		Then "s" times a special doodad structure (16 bytes each):<br>
		char[4]: doodad ID<br>
		int: Z? (0)<br>
		int: X? (w3e coordinates)<br>
		int: Y? (w3e coordinates)<br>
		<br>
		<br>
		<h2>1.18 The war3mapUnits.doo file : The Unit and
				the Item File</h2><br>
		<br>
		The file contains the definitions and positions of all placed units and items of the map.<br>
		<br>
		Header :<br>
		<br>
		<div class="seg">
			char[4]: file ID = "W3do"
			int: file version = 7
			int: subversion? (often set to [09 00 00 00]h)
			int: number of units and items defined
			Data :
			Each unit/item is defined by a block of bytes (variable length) organized like this:
			char[4]: type ID (iDNR = random item, uDNR = random unit)
			int: variation
			float: coordinate X
			float: coordinate Y
			float: coordinate Z
			float: rotation angle
			float: scale X
			float: scale Y
			float: scale Z
			byte: flags*
			int: player number (owner) (player1 = 0, 16=neutral passive)
			byte: unknown (0)
			byte: unknown (0)
			int: hit points (-1 = use default)
			int: mana points (-1 = use default, 0 = unit doesn't have mana)
			int: number "s" of dropped item sets
			then we have s times a dropped item sets structures (see below)
			int: gold amount (default = 12500)
			float: target acquisition (-1 = normal, -2 = camp)
			int: hero level (set to1 for non hero units and items)
			int: number "n" of items in the inventory
			then there is n times a inventory item structure (see below)
			int: number "n" of modified abilities for this unit
			then there is n times a ability modification structure (see below)
			int: random unit/item flag "r" (for uDNR units and iDNR items)
			0 = Any neutral passive building/item, in this case we have
			byte[3]: level of the random unit/item,-1 = any (this is actually interpreted as a 24-bit number)
			byte: item class of the random item, 0 = any, 1 = permanent ... (this is 0 for units)
			r is also 0 for non random units/items so we have these 4 bytes anyway (even if the id wasn't uDNR or iDNR)
			1 = random unit from random group (defined in the w3i), in this case we have
			int: unit group number (which group from the global table)
			int: position number (which column of this group)
			the column should of course have the item flag set (in the w3i) if this is a random item
			2 = random unit from custom table, in this case we have
			int: number "n" of different available units
			then we have n times a random unit structure

			int: custom color (-1 = none, 0 = red, 1=blue,...)
			int: Waygate: active destination number (-1 = deactivated, else it's the creation number of the target rect
			as in war3map.w3r)
			int: creation number
			*flags: may be similar to the war3map.doo flags

			Dropped item set format
			int: number "d" of dropable items
			"d" times dropable items structures:
			char[4]: item ID ([00 00 00 00]h = none)
			this can also be a random item id (see below)
			int: % chance to be dropped

			Inventory item format
			int: inventory slot (this is the actual slot - 1, so 1 =&gt; 0)
			char[4]: item id (as in ItemData.slk) 0x00000000 = none
			this can also be a random item id (see below)

			Ability modification format
			char[4]: ability id (as in AbilityData.slk)
			int: active for autocast abilities, 0 = no, 1 = active
			int: level for hero abilities

			Random unit format
			char[4]: unit id (as in UnitUI.slk)
			this can also be a random unit id (see below)
			int: percentual chance of choice

			Random item ids
			random item ids are of the type char[4] where the 1st letter is "Y" and the 3rd letter is "I"
			the 2nd letter narrows it down to items of a certain item types
			"Y" = any type
			"i" to "o" = item of this type, the letters are in order of the item types in the dropdown box ("i" =
			charged)
			the 4th letter narrows it down to items of a certain level
			"/" = any level (ASCII 47)
			"0" ... = specific level (this is ASCII 48 + level, so level 10 will be ":" and level 15 will be "?" and so
			on)

			Random unit ids
			random unit ids are of the type char[4] where the 1st three letters are "YYU"
			the 4th letter narrows it down to units of a certain level
			"/" = any level (ASCII 47)
			"0" ... = specific level (this is ASCII 48 + level, so level 10 will be ":" and level 15 will be "?" and so
			on)</div>
		<br>
		<br>
		Frozen Throne expansion pack beta format :<br>
		<br>
		Header:<br>
		<div class="seg">
			char[4]: file ID = "W3do"
			int: file version = 8
			int: subversion? (often set to [0B 00 00 00]h)
			int: number of units and items defined
			Data:
			Each unit/item is defined by a block of bytes (variable length) organized like this:
			char[4]: type ID (iDNR = random item, uDNR = random unit)
			int: variation
			float: coordinate X
			float: coordinate Y
			float: coordinate Z
			float: rotation angle
			float: scale X
			float: scale Y
			float: scale Z
			byte: flags*
			int: player number (owner) (player1 = 0, 16=neutral passive)
			byte: unknown (0)
			byte: unknown (0)
			int: hit points (-1 = use default)
			int: mana points (-1 = use default, 0 = unit doesn't have mana)
			int: map item table pointer (for dropped items on death)
			if -1 =&gt; no item table used
			if &gt;= 0 =&gt; the item table with this number will be dropped on death
			int: number "s" of dropped item sets (can only be greater 0 if the item table pointer was -1)
			then we have s times a dropped item sets structures (see below)
			int: gold amount (default = 12500)
			float: target acquisition (-1 = normal, -2 = camp)
			int: hero level (set to1 for non hero units and items)
			int: strength of the hero (0 = use default)
			int: agility of the hero (0 = use default)
			int: intelligence of the hero (0 = use default)
			int: number "n" of items in the inventory
			then there is n times a inventory item structure (see below)
			int: number "n" of modified abilities for this unit
			then there is n times a ability modification structure (see below)
			int: random unit/item flag "r" (for uDNR units and iDNR items)
			0 = Any neutral passive building/item, in this case we have
			byte[3]: level of the random unit/item,-1 = any (this is actually interpreted as a 24-bit number)
			byte: item class of the random item, 0 = any, 1 = permanent ... (this is 0 for units)
			r is also 0 for non random units/items so we have these 4 bytes anyway (even if the id wasn't uDNR or iDNR)
			1 = random unit from random group (defined in the w3i), in this case we have
			int: unit group number (which group from the global table)
			int: position number (which column of this group)
			the column should of course have the item flag set (in the w3i) if this is a random item
			2 = random unit from custom table, in this case we have
			int: number "n" of different available units
			then we have n times a random unit structure

			int: custom color (-1 = none, 0 = red, 1=blue,...)
			int: Waygate: active destination number (-1 = deactivated, else it's the creation number of the target rect
			as in war3map.w3r)
			int: creation number
			*flags: may be similar to the war3map.doo flags

			Dropped item set format
			int: number "d" of dropable items
			"d" times dropable items structures:
			char[4]: item ID ([00 00 00 00]h = none)
			this can also be a random item id (see below)
			int: % chance to be dropped

			Inventory item format
			int: inventory slot (this is the actual slot - 1, so 1 =&gt; 0)
			char[4]: item id (as in ItemData.slk) 0x00000000 = none
			this can also be a random item id (see below)

			Ability modification format
			char[4]: ability id (as in AbilityData.slk)
			int: active for autocast abilities, 0 = no, 1 = active
			int: level for hero abilities

			Random unit format
			char[4]: unit id (as in UnitUI.slk)
			this can also be a random unit id (see below)
			int: percentual chance of choice

			Random item ids
			random item ids are of the type char[4] where the 1st letter is "Y" and the 3rd letter is "I"
			the 2nd letter narrows it down to items of a certain item types
			"Y" = any type
			"i" to "o" = item of this type, the letters are in order of the item types in the dropdown box ("i" =
			charged)
			the 4th letter narrows it down to items of a certain level
			"/" = any level (ASCII 47)
			"0" ... = specific level (this is ASCII 48 + level, so level 10 will be ":" and level 15 will be "?" and so
			on)

			Random unit ids
			random unit ids are of the type char[4] where the 1st three letters are "YYU"
			the 4th letter narrows it down to units of a certain level
			"/" = any level (ASCII 47)
			"0" ... = specific level (this is ASCII 48 + level, so level 10 will be ":" and level 15 will be "?" and so
			on)
		</div>
		<br>
		<br>
		<h2>1.19 The war3map.w3i file : The Info File</h2>
		<br>
		It contains some of the info displayed when you start a game.<br>
		<br>
		格式<br>
		<div class="seg">
			int: file format version = 18
			int: number of saves (map version)
			int: editor version (little endian)
			String: map name
			String: map author
			String: map description
			String: players recommended
			float[8]: "Camera Bounds" as defined in the JASS file
			int[4]: camera bounds complements* (see note 1) (ints A, B, C and D)
			int: map playable area width E* (see note 1)
			int: map playable area height F* (see note 1)
			*note 1:
			map width = A + E + B
			map height = C + F + D
			int: flags
			0x0001: 1=hide minimap in preview screens
			0x0002: 1=modify ally priorities
			0x0004: 1=melee map
			0x0008: 1=playable map size was large and has never been reduced to medium (?)
			0x0010: 1=masked area are partially visible
			0x0020: 1=fixed player setting for custom forces
			0x0040: 1=use custom forces
			0x0080: 1=use custom techtree
			0x0100: 1=use custom abilities
			0x0200: 1=use custom upgrades
			0x0400: 1=map properties menu opened at least once since map creation (?)
			0x0800: 1=show water waves on cliff shores
			0x1000: 1=show water waves on rolling shores
			char: map main ground type
			例子 'A'= Ashenvale, 'X' = City Dalaran
			int: Campaign background number (-1 = none)
			String: Map loading screen text
			String: Map loading screen title
			String: Map loading screen subtitle
			int: Map loading screen number (-1 = none)
			String: Prologue screen text
			String: Prologue screen title
			String: Prologue screen subtitle
			int: max number "MAXPL" of players
			array of structures: then, there is MAXPL times a player data like described below.
			int: max number "MAXFC" of forces
			array of structures: then, there is MAXFC times a force data like described below.
			int: number "UCOUNT" of upgrade availability changes
			array of structures: then, there is UCOUNT times a upgrade availability change like described below.
			int: number "TCOUNT" of tech availability changes (units, items, abilities)
			array of structures: then, there is TCOUNT times a tech availability change like described below
			int: number "UTCOUNT" of random unit tables
			array of structures: then, there is UTCOUNT times a unit table like described below

			Players data 格式
			int: internal player number
			int: player type
			1=Human, 2=Computer, 3=Neutral, 4=Rescuable
			int: player race
			1=Human, 2=Orc, 3=Undead, 4=Night Elf
			int: 00000001 = fixed start position
			String: Player name
			float: Starting coordinate X
			float: Starting coordinate Y
			int: ally low priorities flags (bit "x"=1 --&gt; set for player "x")
			int: ally high priorities flags (bit "x"=1 --&gt; set for player "x")

			Forces data 格式
			int: Foces Flags
			0x00000001: allied (force 1)
			0x00000002: allied victory
			0x00000004: share vision
			0x00000010: share unit control
			0x00000020: share advanced unit control
			int: player masks (bit "x"=1 --&gt; player "x" is in this force)
			String: Force name

			Upgrade availability change format
			int: Player Flags (bit "x"=1 if this change applies for player "x")
			char[4]: upgrade id (as in UpgradeData.slk)
			int: Level of the upgrade for which the availability is changed (this is actually the level - 1, so 1 =&gt;
			0)
			int Availability (0 = unavailable, 1 = available, 2 = researched)

			Tech availability change format
			int: Player Flags (bit "x"=1 if this change applies for player "x")
			char[4]: tech id (this can be an item, unit or ability)
			there's no need for an availability value, if a tech-id is in this list, it means that it's not available

			Random unit table format
			int: Number "n" of random groups
			then follows n times the following data (for each group)
			int: Group number
			string: Group name
			int: Number "m" of positions
			positions are the table columns where you can enter the unit/item ids, all units in the same line have the
			same chance, but belong to different "sets" of the random group, called positions here
			int[m]: for each positon is specified if it's a unit table (=0), a building table (=1) or an item table (=2)
			int: Number "i" of units/items, this is the number of lines in the table, each position can have that many
			or fewer entries
			now there's "i" times the following structure (for each line)
			int: Chance of the unit/item (percentage)
			char[m * 4]: for each position are the unit/item id's for this line specified
			this can also be random unit/item ids (see bottom of war3mapUnits.doo definition)
			a unit/item id of 0x00000000 indicates that no unit/item is created
		</div>
		<br>
		<br>
		Frozen Throne expansion pack format :<br>
		<br>
		<div class="seg">
			int: file format version = 25
			int: number of saves (map version)
			int: editor version (little endian)
			String: map name
			String: map author
			String: map description
			String: players recommended
			float[8]: "Camera Bounds" as defined in the JASS file
			int[4]: camera bounds complements* (see note 1) (ints A, B, C and D)
			int: map playable area width E* (see note 1)
			int: map playable area height F* (see note 1)
			*note 1:
			map width = A + E + B
			map height = C + F + D
			int: flags
			0x0001: 1=hide minimap in preview screens
			0x0002: 1=modify ally priorities
			0x0004: 1=melee map
			0x0008: 1=playable map size was large and has never been reduced to medium (?)
			0x0010: 1=masked area are partially visible
			0x0020: 1=fixed player setting for custom forces
			0x0040: 1=use custom forces
			0x0080: 1=use custom techtree
			0x0100: 1=use custom abilities
			0x0200: 1=use custom upgrades
			0x0400: 1=map properties menu opened at least once since map creation (?)
			0x0800: 1=show water waves on cliff shores
			0x1000: 1=show water waves on rolling shores
			0x2000: 1=unknown
			0x4000: 1=unknown
			0x8000: 1=unknown
			char: map main ground type
			例子 'A'= Ashenvale, 'X' = City Dalaran
			int: Loading screen background number which is its index in the preset list (-1 = none or custom imported
			file)
			String: path of custom loading screen model (empty string if none or preset)
			String: Map loading screen text
			String: Map loading screen title
			String: Map loading screen subtitle
			int: used game data set (index in the preset list, 0 = standard)
			String: Prologue screen path (usually empty)
			String: Prologue screen text (usually empty)
			String: Prologue screen title (usually empty)
			String: Prologue screen subtitle (usually empty)
			int: uses terrain fog (0 = not used, greater 0 = index of terrain fog style dropdown box)
			float: fog start z height
			float: fog end z height
			float: fog density
			byte: fog red value
			byte: fog green value
			byte: fog blue value
			byte: fog alpha value
			int: global weather id (0 = none, else it's set to the 4-letter-id of the desired weather found in
			TerrainArt\Weather.slk)
			String: custom sound environment (set to the desired sound lable)
			char: tileset id of the used custom light environment
			byte: custom water tinting red value
			byte: custom water tinting green value
			byte: custom water tinting blue value
			byte: custom water tinting alpha value
			int: max number "MAXPL" of players
			array of structures: then, there is MAXPL times a player data like described below.
			int: max number "MAXFC" of forces
			array of structures: then, there is MAXFC times a force data like described below.
			int: number "UCOUNT" of upgrade availability changes
			array of structures: then, there is UCOUNT times a upgrade availability change like described below.
			int: number "TCOUNT" of tech availability changes (units, items, abilities)
			array of structures: then, there is TCOUNT times a tech availability change like described below
			int: number "UTCOUNT" of random unit tables
			array of structures: then, there is UTCOUNT times a unit table like described below
			int: number "ITCOUNT" of random item tables
			array of structures: then, there is ITCOUNT times a item table like described below

			Players data 格式
			int: internal player number
			int: player type
			1=Human, 2=Computer, 3=Neutral, 4=Rescuable
			int: player race
			1=Human, 2=Orc, 3=Undead, 4=Night Elf
			int: 00000001 = fixed start position
			String: Player name
			float: Starting coordinate X
			float: Starting coordinate Y
			int: ally low priorities flags (bit "x"=1 --&gt; set for player "x")
			int: ally high priorities flags (bit "x"=1 --&gt; set for player "x")

			Forces data 格式
			int: Foces Flags
			0x00000001: allied (force 1)
			0x00000002: allied victory
			0x00000004: share vision
			0x00000010: share unit control
			0x00000020: share advanced unit control
			int: player masks (bit "x"=1 --&gt; player "x" is in this force)
			String: Force name

			Upgrade availability change format
			int: Player Flags (bit "x"=1 if this change applies for player "x")
			char[4]: upgrade id (as in UpgradeData.slk)
			int: Level of the upgrade for which the availability is changed (this is actually the level - 1, so 1 =&gt;
			0)
			int Availability (0 = unavailable, 1 = available, 2 = researched)

			Tech availability change format
			int: Player Flags (bit "x"=1 if this change applies for player "x")
			char[4]: tech id (this can be an item, unit or ability)
			there's no need for an availability value, if a tech-id is in this list, it means that it's not available

			Random unit table format
			int: Number "n" of random groups
			then we have n times the following data (for each group)
			int: Group number
			string: Group name
			int: Number "m" of positions
			positions are the table columns where you can enter the unit/item ids, all units in the same line have the
			same chance, but belong to different "sets" of the random group, called positions here
			int[m]: for each positon is specified if it's a unit table (=0), a building table (=1) or an item table (=2)
			int: Number "i" of units/items, this is the number of lines in the table, each position can have that many
			or fewer entries
			now there's "i" times the following structure (for each line)
			int: Chance of the unit/item (percentage)
			char[m * 4]: for each position are the unit/item id's for this line specified
			this can also be a random unit/item ids (see bottom of war3mapUnits.doo definition)
			a unit/item id of 0x00000000 indicates that no unit/item is created

			Random item table format
			int: Number "n" of random item tables
			then we have n times the following data (for each item table)
			int: Table number
			string: Table name
			int: Number "m" of item sets on the current item table
			then we have m times the following data (for each item set)
			int: Number "i" of items on the current item set
			then we have i times the following two values (for each item)
			int: Percentual chance
			char[4]: Item id (as in ItemData.slk)
			this can also be a random item id (see bottom of war3mapUnits.doo definition
		</div>
		<br>
		<h2>1.20 The war3map.wts file : The Trigger String
				Data File </h2><br>
		<br>
		Open it with notepad and you'll figure out how it works. Each trigger string is defined by a number (trigger ID)
		and a value for this number. When Warcraft meets a "TRIGSTR_***" (where "***" is supposed to be a number), it
		will look in the trigger string table to find the corresponding string and replace the trigger string by that
		value. The value for a specific trigger ID is set only once by the first definition encountered for this ID: if
		you have two times the trigger string 0 defined, only the first one will count. The number following "STRING "
		must be positive: any negative number will be ignored. If text follows "STRING ", it'll be considered as number
		0.<br>
		<br>
		String definition:<br>
		It always start with "STRING " followed by the trigger string ID number which is supposed to be different for
		each trigger string. Then "{" indicates the begining of the string value followed by a string which can contain
		several lines and "}" that indicates the end of the trigger string definition.<br>
		<br>
		例子in the .wts file you have:<br>
		<br>
		<div class="seg">
		STRING 0<br>
		{<br>
		&lt;whatever&gt;<br>
		}
		</div><br>
		Then either in the .j, in the .w3i or in one of the object editor files, Warcraft finds a TRIGSTR_000, it'll
		look in the table for<br>
		trigger string number 0 and it'll find that the value to use is "&lt;whatever&gt;" instead of "TRIGSTR_000".<br>
		If there are more than 999 strings another the reference simply becomes one character longer.<br>
		<br>
		<br>
		<h2>1.21 The war3mapMap.blp file : The Minimap Image</h2><br>
		<br>
		The BLP file contain the JPEG header and the JPEG raw data separated.<br>
		BLP stands for "Blip" file which I guess is a "BLIzzard Picture".<br>
		There are two types of BLPs:<br>
		- JPG-BLPs: use JPG compression<br>
		- Paletted BLPs: use palettes and 1 or 2 bytes per pixel depending<br>
		<br>
		The general format of JPG-BLPs:<br>
		<br>
		Header:<br><br>
		<div class="seg">
			char[4]: file ID ("BLP1")
			int: 0 for JPG-BLP, 1 for Paletted
			int: 0x00000008 = has alpha, 0x00000000 = no alpha
			int: image width
			int: image height
			int: flag for alpha channel and team colors (usually 3, 4 or 5), 3 and 4 means color and alpha information
			for paletted files,
			5 means only color information, if &gt;=5 on 'unit' textures, it won't show the team color.
			int: always 0x00000001, if 0x00000000 the model that uses this texture will be messy.
			int[16]: mipmap offset (offset from the begining of the file)
			int[16]: mipmap size (size of mipmaps)
		</div>
		<br>
		If it's a JPG-BLP we go on with:<br>
		int: jpg header size (header size) "h" (usually 0x00000270)<br>
		byte[h]: header<br>
		followed by 0 bytes until the begining of the jpeg data, we can safely erase these 0 bytes if we fix the mipmap
		offset specified above<br>
		byte[16, mipmap size]: starting from each of the 16 mipmap offset addresses we read 'mipmap size' bytes raw jpeg
		data till the end of the file, having the header and the mipmap data we can process the picture like ordinary
		JPG files<br>
		<br>
		If it's a paletted BLP we go here:<br>
		byte[4, 255]: the BGRA palette defining 256 colors by their BGRA values, each 1 byte<br>
		byte[width x height]: the ColorIndex of each pixel from top left to bottom right, ColorIndex refers to the above
		defined color palette<br>
		byte[width x height]: the AlphaIndex of each pixel on a standard greyscale palette for the alpha channel, where
		0 is fully transparent and 255 is opaque,<br>
		if the picturetype flag is set to 5, the image doesn't have an alpha channel, so this section will be
		omitted<br>
		<br>
		More detailed blp specs by Magos: <a
			href="http://magos.thejefffiles.com/War3ModelEditor/">http://magos.thejefffiles.com/War3ModelEditor/</a><br>
		<br>
		<br>
		<h2>1.22 The war3map.mmp file : The Menu Minimap</h2><br>
		<br>
		Header:<br><br>
		<div class="seg">
			int: unknown (usually 0, maybe the file format)
			int: number of datasets
			</div>
			<br>
			Data:The size of a dataset is 16 bytes.<br><br>
			<div class="seg">
			int: icon type
			Icons Types:
			00: gold mine
			01: house
			02: player start (cross)
			int: X coordinate of the icon on the map
			int: Y coordinate of the icon on the map
			Map Coordinates:
			top left: 10h, 10h
			center: 80h, 80h
			bottom right: F0h, F0h
			byte[4]: player icon color
			Player Colors (BB GG RR AA = Blue, Green, Red, Alpha Channel):
			03 03 FF FF : Red
			FF 42 00 FF : Blue
			B9 E6 1C FF : Cyan
			81 00 54 FF : Purple
			00 FC FF FF : Yellow
			0E 8A FE FF : Orange
			00 C0 20 FF : Green
			B0 5B E5 FF : Pink
			97 96 95 FF : Light gray
			F1 BF 7E FF : Light blue
			46 62 10 FF : Aqua
			04 2A 49 FF : Brown
			FF FF FF FF : None</div>
		<br>
		<br>
		<h2>1.23 The war3map.w3u file : The Custom Unit File</h2><br>
		<br>
		W3U files have a initial long and then comes two tables. Both look the same.<br>
		First table is original units table (Original Blizzard Units).<br>
		Second table is user-created units table (Units created by the map designer).<br>
		<br>
		Header:<br><br>
		<div class="seg">
			int: W3U Version = 1
			x bytes: Original Units table*
			y bytes: User-created units table*

			Data:
			*Table definition:
			int: number n of units on this table.
			If 0 on original table, then skip default unit table. This is the number of following units. Even if we
			don't have any changes on original table, this value must be there.
			n times a unit definition structure*.

			*Unit definition structure:
			char[4]: original unit ID (get the IDs from "Units\UnitData.slk" of war3.mpq)
			char[4]: new unit ID. If it is on original table, this is 0, since it isn't used.
			int: number m of modifications for this unit
			m times a modification structure*

			*Modification structure:
			char[4] modification ID code (get the IDs from "Units\UnitMetaData.slk" of war3.mpq)
			int: variable type* t (0=int, 1=real, 2=unreal, 3=String,...)
			t type: value (length depends on the type t specified before)
			int: end of unit definition (usually 0)

			*Variable types:
			0=int
			1=real
			2=unreal
			3=string
			4=bool
			5=char
			6=unitList
			7=itemList
			8=regenType
			9=attackType
			10=weaponType
			11=targetType
			12=moveType
			13=defenseType
			14=pathingTexture
			15=upgradeList
			16=stringList
			17=abilityList
			18=heroAbilityList
			19=missileArt
			20=attributeType
			21=attackBits</div>
		<br>
		Frozen Throne expansion pack format of "war3map.w3u / w3t / w3b / w3d / w3a / w3h / w3q" : The object data files
		:<br>
		<br>
		These are the files that store the changes you make in the object editor.<br>
		They all have one format in common. They have an initial int and then there are 2 tables<br>
		Both look the same. The first table is the original table (Standard Objects by Blizzard).<br>
		The second table contains the user created objects (Custom units / items / abilities …)<br>
		<br>
		Header:<br><br>
		<div class="seg">
			int: File Version = (usually 1)
			x bytes: Original objects table*
			y bytes: Custom objects table*

			Data:
			*Table definition:
			int: number n of objects on this table, if 0 on the original table, then skip the default object table. This
			is the number of following units. Even if we don't have any changes on original table, this value must be
			there.
			n times a object definition structure*.

			*Object definition structure:
			char[4]: original object ID (see table at the bottom where you can get the object IDs*)
			char[4]: new object ID. (if it is on original table, this is 0, since it isn't used)
			int: number m of modifications for this object
			m times a modification structure*

			*Modification structure:
			char[4] modification ID (see the table at the bottom where you can get the mod IDs*)
			int: variable type* t
			[int: level/variation (this integer is only used by some object files depending on the object type, for
			example the units file doesn’t use this additional integer, but the ability file does, see the table at the
			bottom to see which object files use this int*) in the ability and upgrade file this is the level of the
			ability/upgrade, in the doodads file this is the variation, set to 0 if the object doesn't have more than
			one level/variation]
			[int: data pointer (again this int is only used by those object files that also use the level/variation int,
			see table*) in reality this is only used in the ability file for values that are originally stored in one of
			the Data columns in AbilityData.slk, this int tells the game to which of those columns the value resolves (0
			= A, 1 = B, 2 = C, 3 = D, 4 = F, 5 = G, 6 = H), for example if the change applies to the column DataA3 the
			level int will be set to 3 and the data pointer to 0]
			int, float or string: value of the modification depending on the variable type specified by t
			int: end of modification structure (this is either 0, or equal to the original object ID or equal to the new
			object ID of the current object, when reading files you can use this to check if the format is correct, when
			writing a file you should use the new object ID of the current object here)</div><br>
		<br>
		*Variable types:<br><br>
		<div class="seg">Value Variable Type Value Format
			0 Integer int
			1 Real float (single precision)
			2 Unreal (0 &lt;= val &lt;= 1) float (single Precision)
			3 String string (null terminated)</div><br>
		<br>
		*Object data files:<br><br>
		This table shows where to get the object IDs and the modification IDs and if the files use the 2 additional
		level and data pointer integers.<br>
		<div class="seg">
			Extension Object Type Object IDs Mod IDs Uses Optional Ints
			w3u Units Units\UnitData.slk Units\UnitMetaData.slk No
			w3t Items Units\ItemData.slk Units\UnitMetaData.slk (those where useItem = 1) No
			w3b Destructables Units\DestructableData.slk Units\DestructableMetaData.slk No
			w3d Doodads Doodads\Doodads.slk Doodads\DoodadMetaData.slk Yes
			w3a Abilities Units\AbilityData.slk Units\AbilityMetaData.slk Yes
			w3h Buffs Units\AbilityBuffData.slk Units\AbilityBuffMetaData.slk No
			w3q Upgrades Units\UpgradeData.slk Units\UpgradeMetaData.slk Yes</div><br>
		<br>
		These files can also be found in campaign archives with the exactly same format but named war3campaign.w3u / w3t
		/ w3b / w3d / w3a / w3h / w3q<br>
		<br>
		<br>
		<br>
		Frozen Throne expansion pack format of w3o object editor files :<br>
		<br>
		The w3o is a collection of all above mentioned object editor files compiled in one single file. You get such a
		file if you export all object data in the object editor. It can be selected in the world editor as external data
		source in the map properties dialog, therefore it has to be in the same folder as the map that should use the
		file.<br>
		<br>
		格式<br><br>
		<div class="seg">
			int: file version (currently 1)
			int: contains unit data file (1 = yes, 0 = no)
			if yes, then here follows a complete w3u file (see w3u specifications above)
			int: contains item data file (1 = yes, 0 = no)
			if yes, then here follows a complete w3t file (see w3t specifications above)
			int: contains destructable data file (1 = yes, 0 = no)
			if yes, then here follows a complete w3b file (see w3b specifications above)
			int: contains doodad data file (1 = yes, 0 = no)
			if yes, then here follows a complete w3d file (see w3d specifications above)
			int: contains ability data file (1 = yes, 0 = no)
			if yes, then here follows a complete w3a file (see w3a specifications above)
			int: contains buff data file (1 = yes, 0 = no)
			if yes, then here follows a complete w3h file (see w3h specifications above)
			int: contains upgrade data file (1 = yes, 0 = no)
			if yes, then here follows a complete w3q file (see w3q specifications above)</div>
		<br><br>

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